Use fixed point arithmetic for progress/quality
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@@ -9,5 +9,5 @@ internal sealed class AdvancedTouch : BaseAction
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public override bool IncreasesQuality => true;
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public override int CPCost(Simulator s) => s.ActionStates.TouchComboIdx == 2 ? 18 : 46;
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public override float Efficiency(Simulator s) => 1.50f;
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public override int Efficiency(Simulator s) => 150;
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}
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@@ -22,7 +22,7 @@ public abstract class BaseAction
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// Instanced properties
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public abstract int CPCost(Simulator s);
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public virtual float Efficiency(Simulator s) => 0f;
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public virtual int Efficiency(Simulator s) => 0;
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public virtual float SuccessRate(Simulator s) => 1f;
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public virtual bool CanUse(Simulator s) =>
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@@ -10,5 +10,5 @@ internal sealed class BasicSynthesis : BaseAction
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public override int CPCost(Simulator s) => 0;
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// Basic Synthesis Mastery Trait
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public override float Efficiency(Simulator s) => s.Input.Stats.Level >= 31 ? 1.20f : 1.00f;
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public override int Efficiency(Simulator s) => s.Input.Stats.Level >= 31 ? 120 : 100;
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}
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@@ -9,5 +9,5 @@ internal sealed class BasicTouch : BaseAction
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public override bool IncreasesQuality => true;
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public override int CPCost(Simulator s) => 18;
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public override float Efficiency(Simulator s) => 1.00f;
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public override int Efficiency(Simulator s) => 100;
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}
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@@ -9,7 +9,7 @@ internal sealed class ByregotsBlessing : BaseAction
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public override bool IncreasesQuality => true;
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public override int CPCost(Simulator s) => 24;
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public override float Efficiency(Simulator s) => 1.00f + (0.20f * s.GetEffectStrength(EffectType.InnerQuiet));
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public override int Efficiency(Simulator s) => 100 + (20 * s.GetEffectStrength(EffectType.InnerQuiet));
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public override bool CanUse(Simulator s) => s.HasEffect(EffectType.InnerQuiet) && base.CanUse(s);
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@@ -10,5 +10,5 @@ internal sealed class CarefulSynthesis : BaseAction
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public override int CPCost(Simulator s) => 7;
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// Careful Synthesis Mastery Trait
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public override float Efficiency(Simulator s) => s.Input.Stats.Level >= 82 ? 1.80f : 1.50f;
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public override int Efficiency(Simulator s) => s.Input.Stats.Level >= 82 ? 180 : 150;
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}
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@@ -10,5 +10,5 @@ internal sealed class DelicateSynthesis : BaseAction
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public override bool IncreasesQuality => true;
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public override int CPCost(Simulator s) => 32;
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public override float Efficiency(Simulator s) => 1.00f;
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public override int Efficiency(Simulator s) => 100;
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}
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@@ -9,6 +9,6 @@ internal sealed class FocusedSynthesis : BaseAction
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public override bool IncreasesProgress => true;
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public override int CPCost(Simulator s) => 5;
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public override float Efficiency(Simulator s) => 2.00f;
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public override int Efficiency(Simulator s) => 200;
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public override float SuccessRate(Simulator s) => s.ActionStates.Observed ? 1.00f : 0.50f;
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}
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@@ -9,6 +9,6 @@ internal sealed class FocusedTouch : BaseAction
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public override bool IncreasesQuality => true;
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public override int CPCost(Simulator s) => 18;
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public override float Efficiency(Simulator s) => 1.50f;
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public override int Efficiency(Simulator s) => 150;
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public override float SuccessRate(Simulator s) => s.ActionStates.Observed ? 1.00f : 0.50f;
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}
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@@ -10,10 +10,10 @@ internal sealed class Groundwork : BaseAction
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public override int DurabilityCost => 20;
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public override int CPCost(Simulator s) => 18;
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public override float Efficiency(Simulator s)
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public override int Efficiency(Simulator s)
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{
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// Groundwork Mastery Trait
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var ret = s.Input.Stats.Level >= 86 ? 3.60f : 3.00f;
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var ret = s.Input.Stats.Level >= 86 ? 360 : 300;
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return s.Durability < s.CalculateDurabilityCost(DurabilityCost) ? ret / 2 : ret;
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}
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}
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@@ -9,6 +9,6 @@ internal sealed class HastyTouch : BaseAction
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public override bool IncreasesQuality => true;
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public override int CPCost(Simulator s) => 0;
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public override float Efficiency(Simulator s) => 1.00f;
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public override int Efficiency(Simulator s) => 100;
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public override float SuccessRate(Simulator s) => 0.60f;
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}
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@@ -9,7 +9,7 @@ internal sealed class IntensiveSynthesis : BaseAction
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public override bool IncreasesProgress => true;
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public override int CPCost(Simulator s) => 6;
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public override float Efficiency(Simulator s) => 4.00f;
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public override int Efficiency(Simulator s) => 400;
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public override bool CanUse(Simulator s) =>
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(s.Condition == Condition.Good || s.Condition == Condition.Excellent || s.HasEffect(EffectType.HeartAndSoul))
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@@ -9,7 +9,7 @@ internal sealed class MuscleMemory : BaseAction
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public override bool IncreasesProgress => true;
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public override int CPCost(Simulator s) => 6;
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public override float Efficiency(Simulator s) => 3.00f;
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public override int Efficiency(Simulator s) => 300;
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public override bool CanUse(Simulator s) => s.IsFirstStep && base.CanUse(s);
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@@ -9,7 +9,7 @@ internal sealed class PreciseTouch : BaseAction
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public override bool IncreasesQuality => true;
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public override int CPCost(Simulator s) => 18;
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public override float Efficiency(Simulator s) => 1.50f;
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public override int Efficiency(Simulator s) => 150;
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public override bool CanUse(Simulator s) =>
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(s.Condition == Condition.Good || s.Condition == Condition.Excellent || s.HasEffect(EffectType.HeartAndSoul))
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@@ -10,7 +10,7 @@ internal sealed class PreparatoryTouch : BaseAction
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public override int DurabilityCost => 20;
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public override int CPCost(Simulator s) => 40;
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public override float Efficiency(Simulator s) => 2.00f;
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public override int Efficiency(Simulator s) => 200;
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public override void UseSuccess(Simulator s)
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{
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@@ -10,7 +10,7 @@ internal sealed class PrudentSynthesis : BaseAction
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public override int DurabilityCost => base.DurabilityCost / 2;
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public override int CPCost(Simulator s) => 18;
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public override float Efficiency(Simulator s) => 1.80f;
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public override int Efficiency(Simulator s) => 180;
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public override bool CanUse(Simulator s) =>
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!(s.HasEffect(EffectType.WasteNot) || s.HasEffect(EffectType.WasteNot2))
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@@ -10,7 +10,7 @@ internal sealed class PrudentTouch : BaseAction
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public override int DurabilityCost => base.DurabilityCost / 2;
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public override int CPCost(Simulator s) => 25;
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public override float Efficiency(Simulator s) => 1.00f;
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public override int Efficiency(Simulator s) => 100;
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public override bool CanUse(Simulator s) =>
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!(s.HasEffect(EffectType.WasteNot) || s.HasEffect(EffectType.WasteNot2))
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@@ -10,6 +10,6 @@ internal sealed class RapidSynthesis : BaseAction
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public override int CPCost(Simulator s) => 0;
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// Rapid Synthesis Mastery Trait
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public override float Efficiency(Simulator s) => s.Input.Stats.Level >= 63 ? 5.00f : 2.50f;
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public override int Efficiency(Simulator s) => s.Input.Stats.Level >= 63 ? 500 : 250;
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public override float SuccessRate(Simulator s) => 0.50f;
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}
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@@ -9,7 +9,7 @@ internal sealed class Reflect : BaseAction
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public override bool IncreasesQuality => true;
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public override int CPCost(Simulator s) => 6;
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public override float Efficiency(Simulator s) => 1.00f;
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public override int Efficiency(Simulator s) => 100;
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public override bool CanUse(Simulator s) => s.IsFirstStep && base.CanUse(s);
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@@ -9,5 +9,5 @@ internal sealed class StandardTouch : BaseAction
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public override bool IncreasesQuality => true;
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public override int CPCost(Simulator s) => s.ActionStates.TouchComboIdx == 1 ? 18 : 32;
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public override float Efficiency(Simulator s) => 1.25f;
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public override int Efficiency(Simulator s) => 125;
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}
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@@ -10,7 +10,7 @@ internal sealed class TrainedFinesse : BaseAction
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public override int DurabilityCost => 0;
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public override int CPCost(Simulator s) => 32;
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public override float Efficiency(Simulator s) => 1.00f;
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public override int Efficiency(Simulator s) => 100;
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public override bool CanUse(Simulator s) =>
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s.GetEffectStrength(EffectType.InnerQuiet) == 10
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+19
-19
@@ -213,51 +213,51 @@ public class Simulator
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return (int)Math.Ceiling(amt);
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}
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public int CalculateProgressGain(float efficiency, bool dryRun = true)
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public int CalculateProgressGain(int efficiency, bool dryRun = true)
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{
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var buffModifier = 1.00f;
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var buffModifier = 100;
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if (HasEffect(EffectType.MuscleMemory))
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{
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buffModifier += 1.00f;
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buffModifier += 100;
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if (!dryRun)
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RemoveEffect(EffectType.MuscleMemory);
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}
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if (HasEffect(EffectType.Veneration))
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buffModifier += 0.50f;
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buffModifier += 50;
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var conditionModifier = Condition switch
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{
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Condition.Malleable => 1.50f,
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_ => 1.00f
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Condition.Malleable => 150,
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_ => 100
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};
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var progressGain = (int)(Input.BaseProgressGain * efficiency * conditionModifier * buffModifier);
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var progressGain = (int)((long)Input.BaseProgressGain * efficiency * conditionModifier * buffModifier / 1e6);
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return progressGain;
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}
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public int CalculateQualityGain(float efficiency, bool dryRun = true)
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public int CalculateQualityGain(int efficiency, bool dryRun = true)
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{
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var buffModifier = 1.00f;
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var buffModifier = 100;
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if (HasEffect(EffectType.GreatStrides))
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{
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buffModifier += 1.00f;
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buffModifier += 100;
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if (!dryRun)
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RemoveEffect(EffectType.GreatStrides);
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}
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if (HasEffect(EffectType.Innovation))
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buffModifier += 0.50f;
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buffModifier += 50;
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buffModifier *= 1 + (GetEffectStrength(EffectType.InnerQuiet) * 0.10f);
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var iqModifier = 100 + (GetEffectStrength(EffectType.InnerQuiet) * 10);
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var conditionModifier = Condition switch
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{
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Condition.Poor => 0.50f,
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Condition.Good => Input.Stats.HasSplendorousBuff ? 1.75f : 1.50f,
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Condition.Excellent => 4.00f,
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_ => 1.00f,
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Condition.Poor => 50,
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Condition.Good => Input.Stats.HasSplendorousBuff ? 175 : 150,
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Condition.Excellent => 400,
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_ => 100,
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};
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var qualityGain = (int)(Input.BaseQualityGain * efficiency * conditionModifier * buffModifier);
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var qualityGain = (int)((long)Input.BaseQualityGain * efficiency * conditionModifier * iqModifier * buffModifier / 1e8);
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return qualityGain;
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}
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@@ -297,10 +297,10 @@ public class Simulator
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ReduceCPRaw(CalculateCPCost(amount));
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public void IncreaseProgress(float efficiency) =>
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public void IncreaseProgress(int efficiency) =>
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IncreaseProgressRaw(CalculateProgressGain(efficiency, false));
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public void IncreaseQuality(float efficiency) =>
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public void IncreaseQuality(int efficiency) =>
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IncreaseQualityRaw(CalculateQualityGain(efficiency, false));
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}
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